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Feel free to adapt my monsters for your own personal use. However, if you plan on posting more than a few lines of commentary or revisions (or praise, for that matter), I ask that you please start a separate thread for that. Keeping the length of posts in this thread short makes it easier for me to scan through everyone's monster requests.
Thanks for your cooperation.
Would you design a CR 8-12ish defense monster?
Key abilities: Intercept its allies damage, piercing and slashing weapons are easier to disarm due to the creature healing over the weapon.
I'd like this to be a BBEG defensive minion. It't won't hit hard, but it'll get in your way and stop you from hitting the BBEG.
@DM_aka_Dudemeister: The unstable runes trap was CR 1 (base for a magic trap) +2 (+1 for dealing an average of 10 damage, doubled for for hitting multiple targets). If the effect were similar in power to a 3rd- or higher-level spell, its CR would have instead been spell level +1, but the closest 3rd-level spell to the trap's effect was explosive runes, which is more powerful than unstable runes.
@Matt, Garnished Game Designer: Here's a simple template that allows golems of any CR to redirect spells:
Spell-Turning Creature (CR +0):
This simple template can only be applied to creatures with immunity to magic (such as golems and will-o-wisps). Spell-turning creatures lose their immunity to magic, but are able to turn targeted spells back upon their casters. A spell-turning creature's quick and rebuild rules are the same.
Rebuild Rules: Immune loses immunity to magic; SR gains SR equal to CR +10; Special Attacks Spell Mirror (Su) As an immediate action, the spell-turning creature may turn a spell targeting it or a creature within its reach back on the original caster, as if the caster were the target instead of the spell-turning creature or the creature within its reach. The spell's original caster may attempt a caster level check against the spell-turning creature's spell resistance to prevent the spell from being turned. If the spell is prevented from being turned, it automatically overcomes the spell-turning creature's spell resistance.
Mirror Golem (CR 8) A mirror golem is a glass golem with the spell-turning simple template.
Mirror Golem, Frosted (CR 5) A frosted mirror golem is an ice golem with the spell-turning simple template.
Mirror Golem, Polished (CR 16) A polished mirror golem is a mithral golem with the spell-turning simple template.
@Cheapy: Here's a simple template for creatures native to areas with unstable magic:
Wild Magic Creature (CR +1):
Creatures with the wild magic simple template are native to regions where magic is unstable, and act as focal points for such instabilities. A wild magic creature's quick and rebuild rules are the same.
[b]Rebuild Rules: Defensive Abilities gains DR 5/— against magic weapons only; SR gains SR equal to new CR +10, or new CR +13 if the base creature already has SR; Special Attacks Wild Magic (Su) Whenever a spell that allows spell resistance fails to overcome the spell resistance of one or more wild magic creatures, it is affected as if its caster were on a plane with the wild magic planar trait. Resolve this ability after caster level checks are made to overcome the spell resistance of creatures that would be affected if the spell were to produce its normal effects, but before resolving any other effects of the spell.
@Kelsey MacAilbert: I've already done a mindless construct that can fight wars; see the patchwork servitor on the first page of this thread. If you want the patchwork servitor to be more like a warforged, just re-skin it by saying it's entirely mechanical instead of partly flesh.
@KestlerGunner: Here's a black-feathered hag of a harpy (with a short-form stat block, since it's just a minor variant):
Harpy, Dirgesinger (CR 5):
This wild-looking crone has taloned feet and black-feathered wings.
Dirgesinger (CR 5)
Dirgesingers are the shamans of harpy society, responsible for lighting the funeral pyres of their fallen sisters and defiling the corpses of their vanquished foes. The foul goddesses of the harpy race grant dirgesingers several spell-like abilities related to death and fire to assist them in performing their sacred duties.
@A CR 20 Seagull: I've already done a CR 7 Negative Energy creature in this thread (the void elemental, which you can change from neutral to good if you want a good-aligned Negative Energy native). Here's a little outsider that resides in a big statue:
Adamant Guardian (CR 12):
This huge, marble statue of an angel watches its surroundings with unflinching vigilance.
Adamant Guardian (CR 12)
Usually made of stone, but always as hard as the strongest of metals, adamant guardians are statues animated by the spirits of outsiders. The statue itself is just a shell the outsider uses while residing in the mortal world; destroying the shell releases the resident outsider, which can then find a new statue to inhabit.
The most common adamant guardians are lantern archons inhabiting statues of angels. These guardians make use of their excellent senses and resilient outer shells in the defense of various temples. Each is typically encountered in an area containing multiple statues of similar size, allowing it to easily find a new body, should its original statue be destroyed. An adamant guardian not found in the immediate presence of additional statues will use its greater teleport ability to find a new body as needed, and will then return by the same means to continue its battle against intruders.
Creating an Adamant Guardian
CR Creature is CR 12.
Alignment As base creature.
Saves Use the base creature's base saving throw bonuses.
Senses The creature gains blindsight 120 ft.
Defensive Abilities The creature gains the mortal coil defensive ability. This functions as described in the sample statistics block presented above, except the adamant guardian is animated by the spirit of the base creature, and its spirit becomes that creature if the adamant guardian is destroyed.
Spell-Like Abilities Use the base creature's spell-like abilities.
Abilities Use the base creature's Intelligence, Wisdom, and Charisma scores.
Feats Use the base creature's feats.
Skills Use the base creature's skill ranks.
SQ The creature has 9 construction points, which are used to purchase the additional attack, metal (adamantine), and trample options available to an animated object, granting defensive abilities and special attacks accordingly. The creature uses the metal (adamantine) option even if the statue it occupies is not made of adamantine, reflecting enhanced hardness granted to it by its animating spirit.
More to come.
@A CR 20 Seagull: I see from a post upthread that there's a swarm of dragons in Dungeon magazine, so that's covered. But here's an elemental Tane guaranteed to make your PCs paranoid:
Rogue Star (CR 19):
Behold: an enormous ball of fire as bright as the Sun.
Rogue Star (CR 19)
A rogue star is one of the Tane, powerful creatures created by the lords of the fey to fight wars, spy on enemies, and cause trouble for the fey lords' amusement. Rogue stars are living balls of elemental fire that burn with light nearly as bright as sunlight. A rogue star takes the appearance of the Sun descending from the sky. It also has the ability to transport itself to the actual Sun, and can use that high vantage point to scry on creatures standing in sunlight.
Most rogue stars are content to lurk in the sky, scrying on well-known fey and making occasional sojourns to various planets. Their visits are usually short and uneventful, as rogue stars make little effort to interact with the natives. However, rogue stars are staunch defenders of the fey. Should a rogue star witness the killing of a fey or the theft of an important item belonging to the fey, it wages a campaign of fiery vengeance upon the perpetrator of the act.
@Darksmokepuncher: Here's a monster that heals over weapons used against it; note the trollflesh bodyguard option below the stat block:
Golem, Trollflesh (CR 8):
This gruesome, humanoid construct is a crafted from a disparate collection of body parts, each sporting a rough, green hide.
Trollflesh Golem (CR 8)
A trollflesh golem is constructed from body parts harvested from one or more trolls. Not every golem made from troll flesh is a trollflesh golem; a crafter who uses the creation process for a normal flesh golem produces an ordinary flesh golem, even when using flesh harvested from trolls.
A typical trollflesh golem is the same size as a troll, standing 14 feet tall but having a stooped posture that makes it appear smaller than that. Like a troll, a trollflesh golem weighs about 1,000 pounds.
Trollflesh Bodyguard (CR +2) A trollflesh bodyguard is a trollflesh golem with the shield guardian template. It doesn't gain fast healing in addition to its regeneration. It instead gains Bodyguard and In Harm's Way as additional bonus feats.
Trollstone Golem (CR +1) Made from the petrified flesh of a rock troll, a trollstone golem is a trollflesh golem with the advanced simple template. It has regeneration 5 (acid or sonic) instead of that possessed by a normal trollflesh golem. Its immunity to magic gives it immunity to spells and spell-like abilities with the fire descriptor, but not those with the sonic descriptor.
@Kelsey MacAilbert: Here's a gemstone golem:
Golem, Gemstone (CR 11):
This construct of jagged, glittering gemstones has a humanoid shape.
Gemstone Golem (CR 11)
Sharing traits with both glass golems and stone golems, gemstone golems are humanoid figures carved from large mineral deposits. Unlike glass and stone golems, gemstone golems cannot be made with perfectly smooth surfaces, having numerous facets and jagged edges. This gives them a rough appearance, and contributes to their bleed and dazzling brightness special attacks. Gemstone golems exhibit dazzling brightness even if the mineral from which they were crafted does not normally glitter, as the magic that animates them alters the properties of their base material.
A typical gemstone golem is 9 feet tall and weighs 2,000 pounds.
@Cele: I've already done a minstrel construct in this thread (see the patchwork servitor on page 1; reskin it as clockwork instead of patchwork as desired). Here are a bardic lich and a quicksilver dragon:
This sagely, skeletal figure wears finery and carries a mandolin.
Bardic Lich (CR 12)
Bardic liches are performers and scholars that have embraced the immortality of undeath. Some are selfish perfectionists, seeking an eternal life of new lore and new artistic achievement. Others are arrogant narcissists, convinced that it would be a crime to deprive the world of their talents. All are universally twisted, no matter their character in life, corrupted by hubris and by subversive bargains with dark powers made in the pursuit of physical immortality.
Variant Lich: Bardic Lich
Metallic Dragon, Silver:
This silver-scaled dragon has such physical grace, it seems to flow like water when it moves.
Young Quicksilver Dragon (CR 10)
Adult Quicksilver Dragon (CR 14)
Ancient Quicksilver Dragon (CR 19)
Like their silver dragon cousins, quicksilver dragons are valiant defenders of all that is lawful and good. When faced with a source of great evil, they prefer to strike fast and hard.
Variant Silver Dragon: Quicksilver Dragon
@darth_borehd: It's vaporous instead of incorporeal, but a CR 15 monster with the theme you're looking for is a smoke fiend (from page 1 of this thread) with the following ability as its smoke fiend wish: Malevolence (Su) This functions as the ghost ability of the same name (CL 16th, DC 20).
@Mystic_Snowfang: Here's the wolpertinger, both common and dire:
This oversized rabbit has antlers, sharp teeth, and vestigial wings.
Common Wolpertinger (CR 1/4)
Dire Wolpertinger (CR 1)
Whimsical creatures of the forest, wolpertingers resemble winged rabbits with antlers and sharp teeth. Though the small, chicken-like wings of a wolpertinger are not large enough to permit true flight, they do contribute to the wolpertinger's considerable jumping ability. A wolpertinger's fangs are not used in combat, though dire wolpertinger will use their sharp teeth to savage the corpse of a fallen foe. All wolpertingers share the distinctive shadow mark ability of the peryton, suggesting a common origin with that other chimeric beast.
2) The reason I requested no animals in the OP is that new animals rarely require anything that isn't already covered. For example:
3) But here's a rainbow serpent:
Rainbow Serpent (CR 20):
This snake-like dragon has scales that shimmer with rainbow-colored light.
Rainbow Serpent (CR 20)
Rainbow serpents, named for their glimmering scales, are primordial dragons responsible for shaping the land when the world was young. Since that time, rainbow serpents have retired to the bottoms of lakes and rivers, where they spend most of their time slumbering. When a rainbow serpent awakens, it does so to battle chaos and evil in the vicinity of its watery lair. Preferred targets are individuals responsible for political strife, social upheaval, and the erosion of traditional values.
Sorry to load more on you, but your stuff is AWESOME!!!!
@Detect Magic: Here are two elementals based on eastern elements, including one resembling a walking forest:
This vaguely humanoid creature with a body made of unworked ore emerges from the ground and glances around with coin-like eyes.
Although they share the Plane of Earth with common earth elementals, metal elementals are treated by some scholars as creatures of an entirely different element. A metal elemental has a body not of common stone or crystal, but of unworked ore, usually iron. Like an earth elemental, a metal elemental can have any number of shapes, all of which use the same statistics. When a metal elemental dies, the metal comprising its form instantly evaporates like so much ice on a warm day.
This lumbering, humanoid shape has a body made of fallen branches, rotting logs, and living vines.
Small Wood Elemental (CR 1)
Medium Wood Elemental (CR 3)
Large Wood Elemental (CR 5)
Huge Wood Elemental (CR 7)
Greater Wood Elemental (CR 9)
Elder Wood Elemental (CR 11)
Wood elementals are plant-like elementals that hail from any number of extraplanar forests. Their original home plane is unknown; some sages speculate that there exists a Plane of Wood, while others posit that the first wood elementals came from a plane-spanning world tree called Yggdrasil. Whatever their origin, wood elementals are now scattered across the planes, with a wide range of shapes to match their wide range of environs. Like other elementals, wood elementals always use the same statistics, despite their varied forms.
More to come.
For use later in this thread:
Universal Monster Rules
Elusive (Su) A creature with this ability has a knack for avoiding unwanted encounters. As a full-round action, the creature can move up to its run speed without leaving any trace of its passing (identical in effect to a pass without trace spell). While using this ability, a creature gains a +40 circumstance bonus to Stealth checks. In addition, except when in combat, a creature with this ability is considered to be under the effects of a nondetection spell. Both of these spell effects are at caster level 20th and cannot be dispelled.
Just a reminder: I'm not interested in posting stat blocks for animals, humanoids, or joke monsters in this thread.
@Mystic_Snowfang: Spring-Heeled Jack appears in AP #43, and there's already a lycanthrope template for werefoxes. But here are three cryptids:
Sirrush (CR 4):
This serpentine, wingless dragon has golden scales and horns.
Sirrush (CR 4)
The sirrush are a breed of wingless dragons native to various deserts. Sirrush are noted for their ability to magically alter their own footprints, and often leave tracks resembling those of lions or giant birds. This has lead to a trend among artists in which the sirrush is depicted as having cat's paws on its forelimbs and bird's talons on its rear limbs, despite the fact that a sirrush has neither.
The statistics above are for a brass or gold sirrush, named such for the color of its scales. Other varieties of sirrush are known to exist, each havign a different color.
Bronze Sirrush (CR 4) A bronze sirrush lives on temperate coastlines. It is immune to electricity instead of fire, and its dying breath deals electricity damage.
Copper Sirrush (CR 4) A copper sirrush lives in warm hills. It is immune to acid instead of electricity, and its dying breath deals acid damage.
Silver Sirrush (CR 4) A silver sirrush lives in temperate mountains. It is immune to cold instead of electricity, and its dying breath deals cold damage.
Skunk Ape (CR 1):
This small, black-furred ape has large eyes and a foul stench.
Skunk Ape (CR 1)
Skunk apes are an elusive breed of swamp-dwelling primate noted for their pungent odors. They prefer to avoid direct confrontations with other creatures, but have a habit of absconding interesting, unattended objects. While in the possession of a skunk ape, a stolen item is extremely difficult to locate, but a skunk ape quickly tires of a prize, discarding a stolen item after a few hours time. This rarely results in the item's return to its original location, and regular skunk ape thefts can lead locals to speculate that fey or ghostly behavior is to blame for this relocation of unattended items.
A skunk ape is 3 feet tall and weighs 70 pounds.
Water Panther (CR 3):
The size of a small pony, this black-furred feline has slick, oily skin.
Water Panther (CR 3)
Similar to ordinary panthers in appearance, water panthers are felines found in the hearts of vast swamps, where they have adapted to their environment by learning to swim with great proficiency. More importantly, the foetid power of the swamp flows through every water panther, cloaking it in a powerful aura of magical fear that strips away the souls of those who succumb to its influence.
Water panthers are 4 feet long and weigh 120 pounds.
@Azten: Here's a body-stealing parasite:
Intellect Parasite (CR 5):
This creature resembles a disembodied human brain that has sprouted four short, clawed legs.
Intellect Parasite (CR 5)
Intellect parasites are juvenile versions of intellect devourers. Unlike full-grown intellect devourers, intellect parasites steal the bodies of living creatures, merging with a victim's brain instead of devouring it. An intellect parasite that is merged with a host does not experience physical aging, allowing the intellect parasite to remain in juvenile form indefinitely.
Cynocephali- Dog headed people
i also did some research, there is no template for werefoxes
Because there is no such thing like separate werewolf template, werebear template, werefox template or wheresomethingelse template. There is a lycanthrope template that coveres werecreatures. That's all. Everything else are just sample werecreatures.
@Khepri: You have my permission to post my monsters from this thread on a noncommercial wiki. I just ask that you attempt to incorporate any errata I post in this thread into the relevant monster stat blocks.
@Everyone: At the moment, that permission is granted only to Khepri. I haven't yet declared any Open Game Content or otherwise made arrangements for distributing content posted in this thread.
@DM_aka_Dudemeister: Here's an addictive, narcotic daemon:
Daemon, Narcodaemon (CR 10):
This tall, emaciated humanoid has sickly, mauve skin; needle-like claws; and a head resembling that of an elephant with a short trunk.
Narcodaemon (CR 10)
These foul daemons personify the downward spiral of addiction, as well as death caused by drugs or poisons. True to its name, a narcodaemon exudes a unique narcotic substance, which it can both exhale in vaporous form and inject in liquid form. This poison causes a strange type of addiction; victim's find themselves dependent not upon the narcodaemon's poison in specific, but on any and all poisons. For its part, a narcodaemon doesn't care if its victims return to it for their fix or find reprieve elsewhere, so long as they suffer the misery of chemical dependency.
@Karlgamer: Here's a giant weta; those things are cool:
Weta (CR 1/8):
Resembling an over-sized cricket, this creature has sharp mandibles and claws, as well as various spines on its body, mostly at its joints.
Giant Weta (CR 1/8)
A giant weta is a cricket-like insect the size of a large mouse. Various species of wetas can fill any ecological niche also filled by small rodents, from scavenger feeding primarily on plants to predator feeding on various small animals and vermin. Wetas are adaptable; like mice and rats, they can be found in almost any terrestrial environment.
A giant weta can serve a spellcaster as a familiar. A giant weta grants its master a +2 bonus on Acrobatics checks made to jump and a +2 bonus on all Climb checks.
More to come.
@Mystic_Snowfang: Cynocephali and skirime would be humanoid races, and are thus beyond the scope of this thread. Here are a few monsters based on your other suggestions:
Black Shuck (CR 5):
The size of a pony, this stately, black hound has a disturbingly intent gaze.
Black Shuck (CR 5)
Spawned by the violent deaths of travelers in remote locations, black shucks are hound-like creatures that prowl the wilderness of the mortal world, marking those that are doomed to die in the wild. A black shuck is naturally invisible, though it can reveal itself to one individual at a time in order to seal that unfortunate's fate through the use of its baleful gaze.
A black shuck is driven to seek out those already at risk of violent death, usually travelers in dangerous areas. It chooses a single target from all potential victims and attempts to seal that target's fate with its gaze attack. The black shuck avoids killing its target outright, appearing just long enough to weaken its target and then retreating, leaving the victim to die at the hands of other nearby perils. Whenever possible, the black shuck avoids forms of confrontation more direct than its gaze attack.
Though a black shuck's role as a harbinger and agent of death is often viewed in a negative light, a black shuck is neither evil nor sadistic. To a black shuck, death is merely a journey that all mortals make; there is nothing cruel about ushering travelers further along the path when the risks they take have already pointed them in the right direction.
Undeath is a harder subject for black shucks. Some conclude that the undead have already experienced death, and have thus completed the most important part of their journey. Others feel that the undead have instead inverted death, and must be destroyed. Accordingly, a given black shuck may be either indifferent to the undead, or driven destroy them.
Encantado (CR 1):
This attractive humanoid has bright pink hair and skin.
Encantado (CR 1)
Encatados are a race of attractive, river-dwelling fey. They are noted for their enchantments, and for their ability to assume the forms of pink-skinned river dolphins. Encantados are peace-loving creatures that flee into the water if threatened with violence, but they have the potential to be a serious distraction. Ever playful, encantados use their magic to command the attention and affections of passing river travelers, caring little for the importance of those traveler's errands.
Serpent Encantado (CR 1) While most encantados are able to assume the forms of river dolphins, others are able to become snakes. These blue-haired, blue-skinned encantados assume the forms of constrictor snakes instead of dolphins when using their change shape ability. Serpent encantados tend to be solitary creatures.
Demihuman encantados are defined by their class levels—they do not possess racial Hit Dice. All demihuman encantados have the following racial traits.
+2 Dexterity, +2 Charisma, –2 Wisdom: You are graceful and alluring, but impulsive.
Medium fey: You are a Medium creature with the fey creature type. You have no bonuses or penalties due to size.
Normal Speed: You have a base speed of 30 feet.
Swim Speed: You have a swim speed of 30 feet, as well as the +8 racial bonus on Swim checks that a swim speed normally grants.
Low-Light Vision: You can see twice as far as humans in conditions of dim light.
Enchanting: If you have a Charisma of 11 or higher, you gain the following spell-like abilities: 1/day—charm person (1 minute/level duration), hypnotism (targeting one creature only). The caster level for these effects equals your level; the DC equals 11 + your Charisma modifier.
Hold Breath: You have the same hold breath ability as a normal encantado.
Keen Senses: You gain a +2 racial bonus on Perception checks.
Natural Armor: You gain a +1 natural armor bonus to AC.
Languages: You begin play speaking Common and Sylvan. If you have a high Intelligence score, you can choose any of the following: Aquan, Draconic, Elven, Gnome, Goblin, Halfling.
Skyfish Swarm (CR 7):
Thousands of diminitive, translucent jellyfish swirl through the air, crackling with electricty and smelling of ozone.
Skyfish are translucent, jellyfish-like creatures native to the Plane of Air, where they gather in large blooms to dance in lightning storms. Skyfish are drawn to electrical discharges and to metal, feeding on associated energy currents. Swarms often engage in stunning aerial dances that discharge bursts of electricity as the swarming skyfish spread out to cover a larger and larger area.
@brambleman: The rakshasa in the Bestiary can have the head of any animal, including a snake; also, I believe we'll be seeing several new rakshasa varieties in the upcoming Bestiary 3.
More to come.
@Everyone: I would like to field requests from as many different members of the Paizo community as possible, and I want to be sure those requests are actually meaningful to the people posting them; so, starting with the first request made after this post, I'm implementing the following policy:
I will only be considering the first three monster requests that a given poster makes in any one month, whether I make monsters based on those requests or not. So make sure you're requesting something you really want to see, and that doesn't already exist in the game.